| Location-based gaming (LBG) apps present many challenges to the design process. They have very different requirements compared to games that are aspatial in nature. They take place in the wild and this brings unique chal-lenges to the practicalities of their design. There is a need to balance the core game play with the spatial requirements of location-aware technologies... | |
| We discuss the user study of a mobile cultural heritage game designed to stimulate reflection about a city's history. Aided by location-aware technology, the game fosters the serendipitous discovery of points of interest, historical images and stories, whilst players wander the city. This exploration differs from the typical precalculated path recommendations used by other location-based applications. It triggers reflection about the city's past that is as unique as its visitors... | |
| The European CrossCult project, dedicated to the enhancement and dissemination of European cultural heritage thanks to new technologies, has offered the possibility to compare different research fields and, at the same time, to develop new methodological approaches. IT experts, computing engineers, historians, art historians and archaeologists have worked in four pilots... | |
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| In this paper, we examine how social media can be linked to cultural heritage and in particular how we can incorporate games, social networks, history reflection and culture. More specifically, we explore the following aspects: (a) how social media sites can be integrated into the museum user experience (b) how user interactions within the social media, both within the context of the museum experience... | |
| The suitability of the Google Cardboard as a means for the delivery of personalized cultural experiences was examined. Specifically, we develop the content and create the application required in order to provide highly personalized visits to the Archaeological Museum in Tripolis, Greece. Early results are promising, and based on them we also outline the next steps ahead... | |
| Wishing to connect cultural heritage, games and social networks, this work describes mini games to be used in CrossCult. For the purposes of supporting the museum visit, before, during and after, 5 games were designed for social networks to accomplish user profiling, to promote the museum and the application through social network dissemination, to introduce museum items and themes and to also function as visit souvenirs... | |
| The CrossCult project was presented with a special emphasis on the platform which will exploit the cognitive/emotional profiles of the participants as well as temporal, spatial and miscellaneous features of context, including holidays and anniversaries, social media trending topics and so forth... | |
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| This was a presentation providing an overview of the project, delivered in a very early stage to an audience made up basically by computer scientists. Strategic views in Digital Humanities were motivated and discussed... Available at | |